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AdventuresTerks SwordDM Notes:Terk was born a lycanthrope, a werewolf. In the form of half man, half wolf, many orcs that fated night did indeed have their hearts ripped out. Those who saw were unable to see clearly due to the storm. Terks sword was both a blessing and a curse, not to mention intelligent. Terks sword had the ability to drain the life from those it wounded. In return, the sword granted Terk a normal life span and the ability to refrain from transforming during a full moon. Terk was born with his curse, but he was not evil. He forged the deal with the sword. He would sate its desire for blood in return for as close to a normal life as Terk could have. Near the end of Terks life, the village had few problems with orcs or any other threat. The sword wanted more blood, but there was none to give. Knowing the sword would betray him and to old to continue a life on the run, Terk confronted the town elders with the truth. Fearful for their lives, several of the elders drugged Terks meal and that night while he slept, ran him through with his own sword. Those who were there dare not say that not only did the sword pulse with a red radiance as it drained the life from Terk, but laughter, like those of demons, could be heard echoing through the room. Terks sword did not kill him. The sword drained his life force into the sword with it. The sword is home to an ancient evil spirit who has been trap in the sword for millennia. To free itself, it needed to drain the life of its wielder, corrupt its soul and then be released back into the wielders body. The elders perform step one perfectly by running Terk through. The spirit has long since fuse with Terks spirit and is not waiting to be released back into Terks body. The sword has many powers but a weak ego. It can only posses a weak mind. When the sword drained Terks soul, it also preserved Terks body (like a mummy). Even better is the fact that Terks body is cursed with lycanthropy. Bucketstallponybrush (Bucky) Bucky was captured by Orcs and taken to Silman. Silman plans to let Terks sword posses Bucky (who just happens to have a weak mind) who will then in turn release Terks spirit back into his body. Part 1: Corafer The PCs should all get together and agree to go to Terks tomb. DM: Silman of the Twin Vales (AKA: Gaejar of the Shadows) is a necromancer who has learned about Terks sword. He traced Terk to this town, and has been trying to find out the truth. He has been in Corafer for about a year. Silman learned from Old man Durkin that the town elders had murdered Terk. He needs some muscle to break into the tomb. Recently, he found an old abandon mine and has enlisted an Ogre and some Orcs (from the Black Tooth Clan). In return for the body and sword, he will help the Orcs destroy Corafer. Korm the Potter Korm is the local potter of Corafer. His wifes name is Oliwen. Calier the Hunter An old ranger who wanders the land. He trained Jerin in the ways of the ranger. Deity in the form of a buck led Calier to his final resting-place. Old man Durkin Durkin is suffering from some strange disease. He believes whatever his rock tells him and it is telling him that the Elders killed Terk thus Terk shall have his revenge.
Zelith the Fisher Zelith is the local fisherman of the village. His wife name is Aeinna. Zelith and Aeinna sons name is Kavin (AKA: Kavin of the Cloth). Drot the Cook Drot owns and runs the local Bears Head Tavern. Current Elders: Lothewin (the Stableman) hm Rhaeria (the Seamstress) hf Iboa (the Blacksmith) hm Old man Durkin was removed from office when he began talking to rocks. Corafers policies are discussed at village meeting, but the final decision is up to the town elders. The decision is done anonymously and must pass by a two-third margin. The three oldest villagers make up the town elders. End Part One Part 2: Terks Tomb Terks tomb is about a day journey by foot from Corafer. The part will not encounter any problems during this trip.
Crawling Claws will attack any PC who approaches the tomb; a gift left by Silman to kill anyone who found the defiled tomb before his plan is complete.
RUN ENCOUNTER #1 (Crawling Claws) The PCs will find Terks tomb empty. Terks coffin has been opened and both his body and sword has been removed. (Tracking Proficiency) Tracking will reveal a set of prints (Orcs) heading off to the North. Nothing else will happen to the PCs. End Part Two Part 3: The Cave Depending on what the PC do, the following will occur:
(1) PCs Enter Cave:
If the PCs continue:
RUN ENCOUNTER #2 (Displacer Beasts) Cave in the Morning:
RUN ENCOUNTER #3 (Hobgoblins) (2) PC Camp outside Not long after sunset before any of the PCs fall asleep, the Hobgoblins will attack.
RUN ENCOUNTER #3 (Hobgoblins) The Hobgoblin attack will alert the attention of the Displacer Beats. The beasts will watch the fight then attack as soon as the current battle is over. RUN ENCOUNTER #2 (Displacer Beasts) End Part Three Part 4; The Mine The mine was built by dwarfs and was abandoned about a hundred years ago when the ore ran dry. The mine is safe with the exception of the mudmen.
The pool is only about four feet deep but it is fed by an enchanted spring and in time has raised enough to cover the bridge that was built over it. The enchanted waters have brought life to the mud below. The only safe way to cross is to run since it takes the mudmen a round to rise. It will take the PCs three rounds to walk across. If the PCs walk:
RUN ENCOUNTER #4 (Mudmen)
The PCs may search these sub shafts but will not find anything. Once they decide to keep on the main shaft, continue with the following:
Silmam is giving orders to the Ogre who in turn is commanding the orcs. Even if the PCs sneak up, they will not be able to understand since it is not in common. The orcs have been ordered to attack anyone who enters the room. The orcs are more engrossed with what is going on and will only attack if they hear the PCs. End Part Four Part 5: Final Battle If the PCs wait it out, Bucky, possessed by the sword, will release both Terk and the evil spirit back into Terks body. Hungry for blood, the spirit will transform Terk into half-man, half-wolf form and will devour Bucky. The were-creature will then turn on the orge and orcs before heading back to town. It will be here that the PCs will encounter it. Terks sword lies near Buckys body, black and almost powerless. If the PCs intervene, the orcs and ogre will attack while Bucky releases the spirit into Terks body. Bucky will still be the fist to die but then the were-creature will turn on the PCs. There are four conclusions:
RUN ENCOUNTER #5 (Final Encounter) Silman has skeletons cloaked around him. They wlll not attack unless he is approached. He will use his spells to help destroy the PCs. End Part Five RUN ENCOUNTER EXTRA (Kobalds) Six of the Kobals will attack with their bows from medium to long distance. The PCs will have to cover the distance to engage in melee with them. Once the PCs are close, the remaining Kobalds will attack. |
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